﻿#include "ShaderAndLayoutManager.h"
const std::unordered_map<std::string, Microsoft::WRL::ComPtr<ID3DBlob>>& ShaderAndLayoutManager::GetShaders() const
{
    return  mShaders;
}
Microsoft::WRL::ComPtr<ID3DBlob> ShaderAndLayoutManager::GetShader(const std::string& name)
{
    if(mShaders.find(name) != mShaders.end())
    {
        return  mShaders[name];
    }

    return nullptr;
}